Author Topic: Zeda's Hex Codes  (Read 65724 times)

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Offline aeTIos

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Re: Zeda's Hex Codes
« Reply #45 on: March 03, 2011, 03:24:00 pm »
I have a question: is there a hex code that copies the OS Ans var to the HL (Axe Ans) var? That would be useful!
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Offline Xeda112358

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Re: Zeda's Hex Codes
« Reply #46 on: March 03, 2011, 03:52:11 pm »
Oh, that is rather easy. It won't work for numbers greater than 9999 but it is EFD74AEFEF4AEB

If you want a code to convert values up to 65535, that will require a larger opcode :D

(But I do have it >_>)

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Re: Zeda's Hex Codes
« Reply #47 on: March 03, 2011, 04:27:45 pm »
Is there an opcode that would take a two element list in ans and put say, pic1 in that location on the screen?

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline Xeda112358

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Re: Zeda's Hex Codes
« Reply #48 on: March 03, 2011, 09:48:13 pm »
How do you mean? Do you mean start drawing a picture from the coordinate? I might be able to come up with one...

Offline aeTIos

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Re: Zeda's Hex Codes
« Reply #49 on: March 04, 2011, 10:26:54 am »
Oh, that is rather easy. It won't work for numbers greater than 9999 but it is EFD74AEFEF4AEB

If you want a code to convert values up to 65535, that will require a larger opcode :D

(But I do have it >_>)
please give it, it would be useful for some things, like checking RAM
(You wrote a code for this that stores to Ans, maybe you can rewrite a part of it too, like the store to Ans part?
Isnt that replacing EFD74A with EF4AEB?)
« Last Edit: March 04, 2011, 10:30:50 am by aeTIos »
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Offline Xeda112358

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Re: Zeda's Hex Codes
« Reply #50 on: March 04, 2011, 11:54:05 am »
Oh, that is rather easy. It won't work for numbers greater than 9999 but it is EFD74AEFEF4AEB

If you want a code to convert values up to 65535, that will require a larger opcode :D

(But I do have it >_>)
please give it, it would be useful for some things, like checking RAM
(You wrote a code for this that stores to Ans, maybe you can rewrite a part of it too, like the store to Ans part?
Isnt that replacing EFD74A with EF4AEB?)
Storing to Ans is not a problem, just reading from it. If you want to store the Axe "Ans" to the OS Ans, you would need to do EF9247EF5641EFBF4A

To store to Ans and make use of numbers greater than 9999, then you would need a code that looks kind of like this:
Code: [Select]
7EE5E60FCB3FF53C4F060009EB606822B48423F130061AE60FCDB54E1AE6F007070707CDB54E1B0D79B720EAE111090019ED5BB4847BC9
D5E5CD804EED5BB4841922B484E13E0ACD804ED1C9
EB0608210000290730011910F9C9
Do not use that because that only works in a very specific context, but that is what the code looks like in BatLib. I am not sure how to translate that to Axe because it uses calls.

Anywho, the OS bcall EFEF4A does not convert numbers >9999, but EF9247 can store numbers up to 65535.

ReadAns:
EFD74AEFEF4AEB
StoreAns:
EF9247EF5641EFBF4A

If you want to use this in Axe and you want to preserve Ans, simply put an E5 at the beginning and E1 at the end.

Offline aeTIos

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Re: Zeda's Hex Codes
« Reply #51 on: March 04, 2011, 12:52:57 pm »
Thanks!
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« Last Edit: March 04, 2011, 12:53:25 pm by aeTIos »
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Offline Stefan Bauwens

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Re: Zeda's Hex Codes
« Reply #52 on: March 04, 2011, 12:55:01 pm »
Thanks!
(Maybe you noticed, I am grabbing system things everywhere on this forums... hinthint?)
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« Last Edit: March 04, 2011, 12:55:35 pm by Stefan Bauwens »


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Offline aeTIos

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Re: Zeda's Hex Codes
« Reply #53 on: March 04, 2011, 01:12:39 pm »
I am focusing on my shell first, I think, but i'll continue it if I have time
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Offline Scipi

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Re: Zeda's Hex Codes
« Reply #54 on: March 04, 2011, 02:58:22 pm »
How do you mean? Do you mean start drawing a picture from the coordinate? I might be able to come up with one...

Yes that's exactly what I mean. I'm still messing around in BASIC so that would be a very fast way to do sprites.

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline Xeda112358

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Re: Zeda's Hex Codes
« Reply #55 on: March 04, 2011, 03:31:21 pm »
Well would a code to draw sprites be better? I have one that takes hexadecimal sprites here: http://www.ticalc.org/archives/files/fileinfo/425/42592.html
It has the opcode included :D

FreeRAM stored to Axe "Ans" is this: 2A1598, I believe. If that fails, just do EFE542

Offline Xeda112358

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Re: Zeda's Hex Codes
« Reply #56 on: March 26, 2011, 10:28:47 am »
Okay, so I have 5 more opcodes, 3 simple ones and 2 less simple:
These simple ones I found in an "Extra.txt" document included with one of my old programs :D I seem to keep things like this in scattered places :)
Auto DMS
  21FA893E0677C9
    This displays any number in Degrees-Minutes-Seconds automatically.

Auto Fractions
  21FA893E0C77C9
    This displays numbers in fraction form if they can be, automatically.

Remove Cursor
  FDCB0CE6C9
    This stops displaying the blinking cursor.
CharLength
This one is one I added to BatLib a little while ago. It returns the char length of a string instead of the token length. For example, where length("sin(ln( would return 2 in BASIC, this code returns 7 because there are 7 chars.
Code: [Select]
EFD74AD604C0
676FEB
4E234623EB
C5D5E51A
EFA342F5
EBEF9445
F1E1D109C1
20020B13
0B1378B120E5
EF9247
EF5641
EFBF4A
C9
SCharLength
This returns the pixel width that a string would use if displayed with the small font.
This one was a request from earlier this morning:
Code: [Select]
EFD74AD604C0
676FEB
4E234623EB
C5D5E51A
EFA342F5
EBEF9445
218D8477EFB44C06004F
F1E1D109C1
20020B13
0B1378B1
20DB
EF9247
EF5641
EFBF4A
C9
EDIT: Changed two cases of ED62 to 676F because it saves 7 cycles. Thanks Runer112 :P
EDIT 2: I forgot to change some 7E's to 1A's when I was optimising my BatLib version... The last two have been adjusted accordingly.

Offline Freyaday

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Re: Zeda's Hex Codes
« Reply #57 on: March 26, 2011, 06:08:30 pm »
Two questions: something that takes the value in HL turns that bit on, and one that turns it off.
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Offline Xeda112358

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Re: Zeda's Hex Codes
« Reply #58 on: March 26, 2011, 08:01:08 pm »
From an offset? Or that bit? Since you cannot actually edit Flash, here is a version that has its offset in RAM:
The code starts the same way, so you can make this a call (I am assuming you are using Axe):
Code: [Select]
7DE6073C473E010F10FDCB2CCB1DCB2CCB1DCB2CCB1D01008009Using the following codes, you can add them to the end of the above code or if you are using a call you use it after the call:
Code: [Select]
BitOn:    B677
BitOff:   2FA677
BitChange:AE77
BitTest:  A63D3FED6223
If instead you want to perform BitOn, BitOff, and BitChange and return the previous state of the bit, use these:
Code: [Select]
BitOn:    47A63D3FF578B677F1ED6223
BitOff:   47A63D3FF5782FA677F1ED6223
BitChange:47A63D3FF578AE77F1ED6223
So here is a code to turn on a pixel and return HL as 1 if the pixel was already on or 0 if the pixel was off using Axe code (to make it more clear):
Code: [Select]
Asm(7DE6073C473E010F10FDCB2CCB1DCB2CCB1DCB2CCB1D01008009
Asm(47A63D3FF578B677F1ED6223

Offline Freyaday

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Re: Zeda's Hex Codes
« Reply #59 on: March 27, 2011, 01:02:44 am »
Yay! I can finally get my sprite editor working!
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